﻿public class CommonHFSM : PlayerBaseHFSM {
	PlayerStateData _state;

	public CommonHFSM(PlayerController controller, PlayerStateEnum stateName, State<PlayerStateEnum> superFSM, StateFactory<PlayerStateEnum> factory) : base(controller, stateName, superFSM, factory) {
		AddConditionToSelf(() => true);
		_state = _controller.StateData;

		AddNewTransition(PlayerStateEnum.SpecialHFSM, () => _SpecialState);
	}


	bool _SpecialState => _state.IsHurt || _controller.ReboundInput || (_controller.SlideInput && !_controller.DownInput) || _state.IsKnockDown || _state.IsDie;

}